Sonic the Hedgehog Spinball
, often shortened to Sonic Spinball
, is a spinoff (no pun intended) of the Sonic the Hedgehog
games. It was originally released for the Sega Genesis
/Mega Drive in 1993 as a hold-over for Sonic the Hedgehog 3
, and later also made for the Game Gear
(and Sega Master System in Europe). Its gameplay is derived from the requisite pinball-themed level
found in most Sonic
titles. Notably, this spin-off was not produced by Sonic Team
, but rather by Sega's America-based Sega Technical Institute (the same team that developed games such as Sonic The Hedgehog 2
, Kid Chameleon
, Comix Zone
and The Ooze
The plot involves Sonic and Tails on a mission to stop Eggman's volcano fortress. As per usual, Tails' plane is shot down
, and Sonic is forced to go solo. There are four stages to the game, all reminiscent of giant multi-tiered pinball tables, with Sonic as the ball. The standard platforming action used in earlier Sonic games is limited here, as the blue hedgehog's movement is mainly controlled by flippers, although the player can still use his Spin Dash attack to reach some areas in a hurry. In each stage, Sonic must find all of the Chaos Emeralds in a level, which will give him access to the Boss Room
Incidentally, this is the closest fans of Sonic Sat AM
ever got to a licensed game based on the cartoon: Princess Sally and the other Freedom Fighters make brief cameos during Spinball
's Bonus Stages
. It is also one of few Sonic
games to feature characters from an animated adaptation (the other being Doctor Robotniks Mean Bean Machine
, which follows the canon of Adventures Of Sonic The Hedgehog
Tropes used in Sonic Spinball:
- Absurdly Spacious Sewer: The opening level, Toxic Caves.
- Animated Adaptation: The Adventures Of Sonic The Hedgehog episode "Attack on Pinball Fortress", in which Sonic, Wes Weasley, and Sergeant Doberman break into Robotnik's fortress to get their hands on Robotnik's stupidity ray gun. Plotwise, it actually isn't anything like the game, but they do include a boss fight with Scorpius from the game's first level.
- Autobots, Rock Out!: The last level's music is pretty hardcore, even for a Sonic game.
- Actually, all of the stage music is very industrial as well as the boss music. This is probably the most bass heavy piece of music in the history of the series.
- Beware My Stinger Tail: Scorpius, the boss of the Toxic Caves.
- Bonus Stage: One exists between every level, and there are some within the levels if you are able to collect all of the rings.
- Boss Arena Idiocy: The entire game. All those convenient pinball mechanisms? Part of Robotnik's Pinball Defense System, as stated in the manual. Which he designed and built despite the fact that Sonic's signature ability has been curling into a ball since the very first game.
- Chekhov's Volcano: Not just that, but it's the entire goal of the game.
- Collapsing Lair: The final stage, "Showdown".
- Comic Book Adaptation: In issue #6 of the Archie comic. The Kangaroo Twins (featured in the Lava Powerhouse) reappeared in a later issue as a literal Kangaroo Court.
- Darker and Edgier: Noticably darker than the main series games at the time, even bordering on nightmare-inducing at times (like Scorpius, the first stage boss that's a giant robot scorpion with Robotnik's head, that lets out inhuman screams as you hit it.)
- Death Throws: If Sonic falls into lava/toxic waste/anything that causes him to lose a life, he'll slowly fall off the screen with his hands in the air.
- Disney Villain Death: Both Sonic and Eggman end up free-falling through the sky at the end. Tails catches Sonic with his newly-repaired plane, leaving Eggman to plummet into his exploding fortress. (Subverted, of course, since Eggman has famously survived worse.)
- Down the Drain: The Toxic Caves, the first level of the game.
- Eternal Engine: The Machine, the third level.
- Evil Laugh: Somewhere offscreen, Eggman emits a digitized, Kefka-esque cackle whenever you lose a life.
- Expy: The Machine stage was created based on concept art for Cyber City Zone (or more famously Genocide City Zone) a zone cut from the development of Sonic The Hedgehog 2.
- Gotta Catch 'Em All: The goal of each level is to collect all of the Chaos Emeralds. Doing so shuts down the factory's power.
- Have a Nice Death: Not only does the game give you the standard "TOO BAAAD" message for dying, the game also knows when you've fallen down a death chute ("BOGUS DUDE..." "BIG MISTAKE" "READY TO FRY?").
- In Case of Boss Fight, Break Glass: The final bosses.
- Lethal Lava Land: The Lava Powerhouse and Showdown levels.
- Load-Bearing Boss: Defeating each boss causes the Fortress to sink a bit further into the sea. At the game's conclusion, the entire volcano waits to explode until the exact moment Eggman falls into it.
- Nintendo Hard
- Pinball Scoring: Duh.
- Pinball Spinoff: One of the more fitting examples, considering Sonic's ability to roll into a ball.
- Plot Coupon: You can't take on the bosses until you find the Chaos Emeralds. There are three in the first two stages, and five in the last two.
- Totally Radical: The top banner's lines, like "BOGUS DUDE", "BIG MISTAKE", AND "READY TO FRY?"
- Villain Exit Stage Left: After the usual task of nabbing emeralds, the final objective of "Showdown" is to prevent Eggman's ship from escaping.
- Volumetric Mouth: While in the main 2D games Sonic does this after drowning, here he always does it regardless of cause of death.
- Widget Series: The game is arguably among the weirdest (and creepiest) games in the overbearingly Japanese Sonic franchise, but it was actually put together by an American team - hence the SatAM influences and the dark vibe. This WHAT status was actually used in the game's marketing in Japan; Spinball was heralded as "AMERIKKANO FANKAY AKSHON!" "from U.S.A.◊"